(I suspect the quality approach is too far down the line to change, but here it is anyway.)
How I would have liked the quality engine and lua to have worked:
TL;DR
More like next_upgrade. Separate prototype item / entity / recipe per quality level, instead of linear modifiers scattered all over ...
Search found 203 matches
- Thu Nov 14, 2024 11:07 am
- Forum: Modding interface requests
- Topic: Add more ways for quality to affect items
- Replies: 22
- Views: 2826
- Fri Oct 13, 2023 11:08 am
- Forum: Ideas and Suggestions
- Topic: Engorged centipede: Compress late game biter swarms into one entity
- Replies: 3
- Views: 961
Re: Engorged centipede: Compress late game biter swarms into one entity
Oh, thanks a million!Illiander42 wrote: Thu Oct 05, 2023 10:09 pm There's a mod for some of this: https://mods.factorio.com/mod/compressed-biter-squads
But yes, if there's spare time in the art team, ascending that mod would be a nice QoL change.
I had not spotted this while searching for biters related mods.
- Wed Oct 04, 2023 2:24 pm
- Forum: Ideas and Requests For Mods
- Topic: Engorged centipede: Compress late game biter swarms into one entity
- Replies: 0
- Views: 571
Engorged centipede: Compress late game biter swarms into one entity
TL;DR
New entity that acts like a moving siege tower + nest with a number of 'passenger biters' in terms of what it can spawn when under threat or attacking.
(Initially I posted this in the suggestion thread, but while re-reading this I think it would make a good mod, though with some mechanic ...
New entity that acts like a moving siege tower + nest with a number of 'passenger biters' in terms of what it can spawn when under threat or attacking.
(Initially I posted this in the suggestion thread, but while re-reading this I think it would make a good mod, though with some mechanic ...
- Wed Oct 04, 2023 10:19 am
- Forum: Ideas and Suggestions
- Topic: Engorged centipede: Compress late game biter swarms into one entity
- Replies: 3
- Views: 961
Engorged centipede: Compress late game biter swarms into one entity
TL;DR
New entity that acts like a moving siege tower + nest with a number of 'passenger biters' in terms of what it can spawn when under threat or attacking.
What ?
Essentially the idea is a moving nest that has biters stored up for spawning.
The way it would work in game:
Engorged ...
New entity that acts like a moving siege tower + nest with a number of 'passenger biters' in terms of what it can spawn when under threat or attacking.
What ?
Essentially the idea is a moving nest that has biters stored up for spawning.
The way it would work in game:
Engorged ...
- Mon Jun 12, 2017 10:10 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1593571
Re: Bugs & FAQ
refining-override.lua
line 105: angelsmods.functions.OV.disable_technology({ "water-washing", "nodule-processing" })
Note that "water-washing" is a typo. It should be "water-washing-1".
This is part of the if not angelsmods.smelting then
So this means that the water washing is still available ...
line 105: angelsmods.functions.OV.disable_technology({ "water-washing", "nodule-processing" })
Note that "water-washing" is a typo. It should be "water-washing-1".
This is part of the if not angelsmods.smelting then
So this means that the water washing is still available ...
- Sun Jun 04, 2017 11:24 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 153561
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Hi, All.
Just uploaded a new version for the mod. It contains the first pass of changes for making it use Bobs mods materials.
You can select this option under the ingame mod settings. The default remains vanilla recipes.
v0.15.5
Added config options for science pack recipes and intermediates ...
Just uploaded a new version for the mod. It contains the first pass of changes for making it use Bobs mods materials.
You can select this option under the ingame mod settings. The default remains vanilla recipes.
v0.15.5
Added config options for science pack recipes and intermediates ...
- Mon May 29, 2017 1:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 153561
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@canadajebus:
Unfortunately "not soon".
Still busy with my playthrough and figuring out what changes would fit.
If anyone has suggestions on how the recipes should change for bobsmods, then that would help a lot in speeding this up.
Unfortunately "not soon".
Still busy with my playthrough and figuring out what changes would fit.
If anyone has suggestions on how the recipes should change for bobsmods, then that would help a lot in speeding this up.
- Fri May 12, 2017 4:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 153561
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
New version v0.15.4 is uploaded to the mod portal. Only some minor fixes.
Moved setting to new ingame mod settings
Moved labs to science tab and ordered them.
Tweaks to some of the configs.
Minimum cost is 1 science pack, to prevent game crash. (For lolwhat option)
I played around a bit with ...
Moved setting to new ingame mod settings
Moved labs to science tab and ordered them.
Tweaks to some of the configs.
Minimum cost is 1 science pack, to prevent game crash. (For lolwhat option)
I played around a bit with ...
- Fri May 05, 2017 9:02 pm
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 49539
Re: Version 0.15.9
Oh, no...
The releases.
They are... breeding.
Though in all serious, awesome work guys.
The releases.
They are... breeding.
Though in all serious, awesome work guys.

- Fri May 05, 2017 3:22 pm
- Forum: Not a bug
- Topic: Mod settings setting_type = "startup" causes mod mismatch
- Replies: 4
- Views: 4309
Re: Mod settings setting_type = "startup" causes mod mismatch
Ah, that makes sense. Thanks.
I'll see how I can rewrite this then.
I'll see how I can rewrite this then.
- Fri May 05, 2017 8:19 am
- Forum: Not a bug
- Topic: Mod settings setting_type = "startup" causes mod mismatch
- Replies: 4
- Views: 4309
Re: Mod settings setting_type = "startup" causes mod mismatch
Apologies, it was late and I explained that badly and without steps to reproduce.
I'll double check the steps to reproduce tonight, but here is what we had experienced:
Both players subscribe the the ScienceCostTweaker mod.
The default for the mod's setting "sct-difficulty-cost" is "normal ...
I'll double check the steps to reproduce tonight, but here is what we had experienced:
Both players subscribe the the ScienceCostTweaker mod.
The default for the mod's setting "sct-difficulty-cost" is "normal ...
- Fri May 05, 2017 8:09 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 153561
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Haven't tried a full playthrough yet, but from browsing the tech tree I don't see any way to get a thermal store. Possibly a missing recipe unlock on advanced-electronics-2?
Thanks for reporting this. It is indeed missing. Will fix tonight and put out an updated version.
EDIT:
Turns out the bug ...
Thanks for reporting this. It is indeed missing. Will fix tonight and put out an updated version.
EDIT:
Turns out the bug ...
- Thu May 04, 2017 8:40 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 153561
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Quick note (might just be me that didn't know this):
If you are having trouble joining another player with this mod, and you are getting a message that the mods differ even though the version is the same, then see this bug: https://forums.factorio.com/viewtopic.php?f=7&t=46364
Basically, the game ...
If you are having trouble joining another player with this mod, and you are getting a message that the mods differ even though the version is the same, then see this bug: https://forums.factorio.com/viewtopic.php?f=7&t=46364
Basically, the game ...
- Thu May 04, 2017 8:39 pm
- Forum: Not a bug
- Topic: Mod settings setting_type = "startup" causes mod mismatch
- Replies: 4
- Views: 4309
Mod settings setting_type = "startup" causes mod mismatch
Did a quick search, did not see a similar topic.
Basically, if you have ingame mod settings settings.lua of the type setting_type = "startup" then if the users do not have the exact same settings, the game will give you and error that the mods mismatch even though their versions match.
(Have not ...
Basically, if you have ingame mod settings settings.lua of the type setting_type = "startup" then if the users do not have the exact same settings, the game will give you and error that the mods mismatch even though their versions match.
(Have not ...
- Thu May 04, 2017 8:32 pm
- Forum: Modding help
- Topic: Settings.lua dropdown example
- Replies: 9
- Views: 4601
Re: Settings.lua dropdown example
@Nexela: Ah, thanks! That will be perfect.
- Thu May 04, 2017 3:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 153561
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Just a quick post.
New version v0.15.2 is uploaded to the mod portal. Only some minor fixes.
Fixed placeholder graphics for thermal storage and heated thermal storage.
Fixed some recipe byproduct issues.
Moved the cost difficulty setting to an ingame mod setting. (Tested and seems to work ...
New version v0.15.2 is uploaded to the mod portal. Only some minor fixes.
Fixed placeholder graphics for thermal storage and heated thermal storage.
Fixed some recipe byproduct issues.
Moved the cost difficulty setting to an ingame mod setting. (Tested and seems to work ...
- Thu May 04, 2017 3:39 pm
- Forum: Modding help
- Topic: Settings.lua dropdown example
- Replies: 9
- Views: 4601
Re: Settings.lua dropdown example
http://lua-api.factorio.com/latest/LuaSettings.html does not indicate anything, but is it possible to add hover-over / help tooltips?
I.e. when the player hovers over the setting, can I display text that explains it better?
Also, even better, can I do similar help text per option in the setting ...
I.e. when the player hovers over the setting, can I display text that explains it better?
Also, even better, can I do similar help text per option in the setting ...
- Thu May 04, 2017 2:27 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 435103
Re: [0.15.x] Bob's Mods: General Discussion
...So, no more fuel canister?
There are no current plans to bring it back.
Given that burner mechanics can now return items, it might be worth it to use this to 'consume' liquids from barrels.
I.e. in your mod for the specific liquids (since the base game will generate / handle the barrels for ...
There are no current plans to bring it back.
Given that burner mechanics can now return items, it might be worth it to use this to 'consume' liquids from barrels.
I.e. in your mod for the specific liquids (since the base game will generate / handle the barrels for ...
- Thu May 04, 2017 1:50 pm
- Forum: Modding help
- Topic: Settings.lua dropdown example
- Replies: 9
- Views: 4601
Re: Settings.lua dropdown example
Awesome, thanks! These help a lot.
- Wed May 03, 2017 6:35 pm
- Forum: Modding help
- Topic: Settings.lua dropdown example
- Replies: 9
- Views: 4601
Settings.lua dropdown example
Apologies if this is covered somewhere but I have not been able to find it.
Basically I just want an example of how to do a dropdown style setting. I.e. a setting where the user can only pick from a predefined list.
A list of key-value pairs would be best, but a list of strings would also suffice ...
Basically I just want an example of how to do a dropdown style setting. I.e. a setting where the user can only pick from a predefined list.
A list of key-value pairs would be best, but a list of strings would also suffice ...